Odessa

Discussion in 'Map Factory' started by Ninjilla, Jul 29, 2010.

  1. Ninjilla

    Ninjilla L7: Fancy Member

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    My first ever 5CP map (and one of my first maps to venture out of KOTH and Arena), more details to come!

    If anyone is interested, Odessa was the name of my failed PL map, but Im ripping it from it's cold, unplayable corpse and putting it on here!

    Also, Odessa is a city in Texas.

    Updated Pics!
     
    Last edited: Aug 23, 2010
  2. tovilovan

    tovilovan L6: Sharp Member

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    I started thinking of Ukraine. Just sayin'

    Also glhf, good 5-cp maps are always appreciated, albeit hard to pull off. Make sure you work a lot with balancing reroutes!
     
  3. Ninjilla

    Ninjilla L7: Fancy Member

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    Slight bump, changed to A1a >_<
     
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I can already tell you that the dev textures will confuse players; stick to red dev on the RED side, and blue dev on the BLU side.
     
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  5. Ninjilla

    Ninjilla L7: Fancy Member

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    AH, didnt really think of that. Shall change, thanks.
     
  6. Ninjilla

    Ninjilla L7: Fancy Member

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    A2 out, minor changes.
     
  7. Ninjilla

    Ninjilla L7: Fancy Member

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    Gameday bump! Be brutal everyone! :O
     
  8. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Well, there's no need to be brutal, I think you already heard all you needed to know for now. It's overscaled, which means it takes too long to travel from point to point and it creates rather big sightlines in places.
    Don't mix up blu and red textures, it makes stuff confusing. You don't even need signs if you do this, because you just have to look at the color of the walls to know in wich direction the objective is.
    General layout is simple enough (in a good way). It's rather difficult to formulate an opinion on point layout because it would play very differently if things were more compact (there would be more players fighting in the same areas, for a start).
    I don't like the dropdown out of the initial spawn, try to put some stairs somewhere to get back there if possible. Also you don't need resupply cabinets in forwad spawns if their doors are one-way only. However there needs to be more ammo and health available. Playing engineer is already a little annoying on 5-cp maps, don't make it bothersome by forcing us to run around the map looking for boxes :)
     
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  9. Ninjilla

    Ninjilla L7: Fancy Member

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    Sorry I couldnt post for a few days after gameday; how was the distance between 4th and 5th points? I know the walk from spawn to mid was really really long, but I think its the space thats between Mid and the outer points thats the problems; thoughts?
     
  10. Ninjilla

    Ninjilla L7: Fancy Member

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    Updated to Alpha 3!

    Alpha 3 -

    - Shortened walking distance to mid point considerably and redesigned around 2nd/4th points
    - Added more health and ammo
    - redesigned last point

    A short list, but a good amount of actual change when you play the map. Enjoy!
     
  11. absurdistof

    aa absurdistof

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    If your last screenshot is still part of the map, then I would advise adding one more door/route, lest that area become crowded.

    If I may say so, I think this map could have good potential, but I don't think it's been found yet. I would suggest playing with the interesting shapes you have going already (cylinders and such), and using them to your advantage.
     
  12. Ninjilla

    Ninjilla L7: Fancy Member

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    Updated pics and had to update to a3a

    What do you mean playing off the interesting geometry absurdist? And thanks, I hope I can get it to play well eventually!:O
     
  13. Ninjilla

    Ninjilla L7: Fancy Member

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    Updated to Alpha 3b, fixed spawning issues and added some signs. I dont know who got it put into the impromptu test, but thanks! Hope the map works this time, needing an a3c for a small problem again would be a little embarrassing :blushing: